![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
|
![]() Quote:
http://www.subsim.com/radioroom/show...ghlight=yamato Itīs perfect. I downloaded it to analyze what he did but actually I have no idea how he did it... ![]() ![]() As for what Iīve doing I think there is a problem with Pack3d and SH4 it seems not to manage the normal/specular/caustics maps correctly when repacking (well, itīs normal since it was designed for SH3 where this maps werenīt used...) But then, I have no idea how U-5000 did it... ![]() |
|
![]() |
![]() |
![]() |
#17 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
Hi DD,
I have try: 1) export 3d obj with Pack3d. 2) I have imported the same object, that I have exported, without to touch or save with software of 3d design. The original file exported, and it causes many changes and the result is that one in the previous image. It import only to point TMAP. But it changes also other data... ...and I dont have a solution... ![]() BEST REGARDS UBOAT234 |
![]() |
![]() |
![]() |
#18 | ||
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]() Quote:
![]() BEST REGARDS UBOAT234 |
||
![]() |
![]() |
![]() |
#19 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
|
![]()
Hi UBOAT,
Quote:
Import to a dummy.dat file. Open the file and search for the object data, just the vertex coords. Triangle coords and texture coords donīt need to be touched. Copy these data and paste them before the TMAP section. Keep in mind that triangle and texture coords are located between vertex and TMAP. After all check/alter the size information for the data block. Iīm not at home. Thatīs why I canīt give more detailed info. Hope to be back at my desktop pc tomorrow noon. Regards, DD
__________________
|
|
![]() |
![]() |
![]() |
#20 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
Many thanks DD
![]() BEST REGARDS UBOAT234 |
![]() |
![]() |
![]() |
#21 | |||
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
|
![]() Quote:
![]() ![]() Iīm trying now with other ships, letīs see what happens :hmm: |
|||
![]() |
![]() |
![]() |
#22 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
The SH4 ships use external skins.
Replace the chunks that call the outside skin and place the skins IN the dat. Even in SH3, external skins cause problems for Pack3d. I now do this as standard practice and have FAR fewer problems. Once work is done, re-hex the dat to call outside skins. |
![]() |
![]() |
#23 | |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#24 | |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]() Quote:
between these two cfg#TXR_ I think? ![]() BEST REGARDS UBOAT234 |
|
![]() |
![]() |
![]() |
#25 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() ![]() This is what has to go. (Be sure to keep this chunk as we put it back after all work is done) I'll get part 2 up shortly showing what to put in it's place. |
![]() |
![]() |
#26 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Ok, open up NBB_Rodney from SH3 in Pack3d and a hex editor.
![]() Extract the above with the hex editor and save it to a file. Note the ID's!! Now extract this area with the hex editor ![]() We want to attach this to the end of the first block we extracted. Note the IDs!!! Change the ID's to match the ID's from part 1 and place it in the SH4 dat. EXACTLY where we took out the multi skin stuff. Reopen the SH4 dat in Pack3d. If you did it right, it will open and show the new info and your almost done!!! Now import the skin for the ship and go to work!! Once done, reverse the process. The whole swap takes about 5 minutes. ![]() |
![]() |
![]() |
#27 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
Hi,
Have completly remapped the sh3 NPPL, for sh4 with damage .obj and only one tex (the work not ended), without TMAP section. And it work fine. ![]() ![]() ![]() Have tried with unit of sh4 but failure all my thousand hex :hmm: The problem is the completly remap of TMAP section? Have try to duplicate a face and this face work fine, the original face is a disaster! For fix the error in import .obj from pack3d, I have cancel some cfg#txr to .mtl file. Here original extracted from Pack3d: ![]() Here the edited: ![]() Anyone have other info for rework/remap of the main hull, of unit sh4? BEST REGARDS UBOAT234 |
![]() |
![]() |
![]() |
#28 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
...
I think only the solution of privateer, is right. Have try to import an .obj, after the insert of image? BEST REGARDS UBOAT234 |
![]() |
![]() |
![]() |
#29 |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
|
![]()
Outstanding work
![]() I have no idea about HEX editing, thatīs why I didnīt continue my efforts on importing ships... when you are ready, and if you have time, could you please post a tutorial/explanation on how to solve the textures issue? Or one about HEX editing? Thanks and great work! |
![]() |
![]() |
![]() |
#30 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
|
![]()
Some information for TMAP, I think the big problem for rework unit.
To store information on texture maps EI uses a TMAP chunk. TMAP chunks are associated with an object. An object has one TMAP chunk for every texture that is applied to it. This chunk contains information about the texture image such as the dimensions of the bitmap image (this can be troublesome for the exporter as it simply cannot reference a texture map and output its name; rather, it must load the image header for the file from disk to determine its dimensions so that the exporter can store that information in the TMAP chunk). The TMAP chunk also stores the type of projection to use when it is being mapped onto the object. This seems like a very strange thing. Another chunk (TMEI) stores information on what the projection looks like but doesn't store the type of projection it represents! This is why the TMAP appears before the TMEI in the file. The TMAP chunk also includes information about the images bounding box. If you do not import this chunk, you must delete the secondary image stored in folder unit: O01 and N01, but it work without MIPMAP render. Is not the best solution ![]() BEST REGARDS UBOAT234 |
![]() |
![]() |
![]() |
|
|